S.T.A.L.K.E.R. Series Megathread - We have death during loading - does Minecraft?
4,985 replies, posted
[QUOTE=MattyDienhoff;29024889]I remember encountering that bug (or a very similar one). IIRC it was caused by changing something to do with weather and/or sound in my mod pack in the middle of a playthrough, starting a new game fixed it.
What mods are you running and have you made any changes to them since starting your current game?[/QUOTE]
no mods
What patch does AMK:SE use?
1.0005, I think.
I really don't get why any mod would use 1.0004 anymore.
[QUOTE=Teh Zip File;29025836]1.0005, I think.
I really don't get why any mod would use 1.0004 anymore.[/QUOTE]
That's weird. Blab told me my error was due to not having the right patch. But I do it seems
Try it on 1.0004 then? :v:
What the fuck...
A bandit took a shit loud of bullets from a powerful shotgun i got in that debt mission on COP.
I left him wounded and heard the sirens forcing me to hide ( fucking Emissions.. :saddowns: ) later on i went back to see him walking away.. :ohdear:
must have been nimble
hes known to pull off some real wizard shit man
[quote]FATAL ERROR
[error]Expression : fatal error
[error]Function : CRender::texture_load
[error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
[error]Line : 295
[error]Description : <no expression>
[error]Arguments : Can't find texture 'prop\prop_pribori_02_003'
[/quote]
I'm missing all of the pribori_02_xxx files, if someone could upload them I would be much grateful. This is for people soup dmx + dmz. The files I need are located in gamedata\textures\prop\
[QUOTE=Muukkis;29022392]I like the idea. It certainly sounds like something CS should've been. The faction strength thing you mention could be fleshed out a little : When a faction establishes a foothold in key area(such as the Barrier,Agroprom Loner base, Duty Checkpoint etc. they would slowly start fortifying it and occupying the spot with more reinforcements before moving out, possibly even putting snipers in elevated positions and maybe even sandbags and mounted machineguns if their faction strength is high enough and sending out patrols to scout some areas around the perimeter.
Moreover, the factions should have faction specific goals that would be logical for that faction. For example, Duty will strive to clear safe paths for scientists and cleaning out mutant lairs while the bandits would rather want to control checkpoints where they can gather road tolls from lone travelers and ambush loners who are returning from artifact hunting.[/QUOTE]
I like both your ideas. The snipers, sandbags, and mounted machineguns may be interesting to do (RE: I have no fucking clue if I can do them), but I won't dismiss them until I've tried and failed.
I also really like the faction goals, too. Here's some goals I've brainstormed off the top of my head: [b]Note:[/b] All factions try to expand as far into the Zone as possible while achieving these goals.
[list][b]Loners:[/b] They are expanding in search of artifacts. Mechanically/Gameplay-wise, Loners have a probability of carrying artifacts to sell / loot on death. Each location (within the levels) that the Loners establish increases the likelihood of a Loner carrying artifacts, as well as what kind of artifacts they carry.[/list]
[list][b]Bandits:[/b] Assuming it is possible in SHOC to make the bandits neutral to the player (pretty certain it is), they will confront the player when he gets close to them, and demand either a sum of money or a random object that the player has (preferring artifacts, then guns, then medical supplies, then ammo, then food). If the player obliges, the player will get like a 15-minute (realtime) "grace" period where the bandits will let him pass before requesting another payment. If he refuses and/or kills a bandit, they all become hostile. Leaving the area the bandits are in (within the level and between levels) resets the grace period.[/list]
[list][b]Duty:[/b] To create secure checkpoints for fellow friendly stalkers (Loners and Dutyers). They set up camp with every location they adequately secure, including a "mini" merchant that has a large sum of cash and some randomized items to sell. They patrol between their established camps in a level and actively keep hostile factions, Freedomers, and all mutants away from the roads and the checkpoints. They have parties that actively hunt down mutants as well.[/list]
[list][b]Freedom:[/b] To create secure checkpoints for fellow friendly stalkers (Loners and Freedomers). They set up camp with every location they adequately secure, including a mini merchant like Duty. Unlike Duty, they don't actively patrol the roads and leave everyone to their own business (won't stop bandits unless they cause a ruckus). They do not actively hunt mutants, and will only attack mutants if they attack first. [b][i]If I recall correctly, Freedom are the pro-Zone hippies, yes? Correct me if I'm wrong - this behavior is based off that assumption[/i][/b][/list]
[list][b]Mercenaries:[/b] The only faction that doesn't create checkpoints, the Mercenaries simply move around and basically serve as additional troops to whatever faction is dominant in the location they happen to be in. In other words, they are basically doppelgangers, copying the behavior of whatever dominant faction happens to be in the area they are in. This would most probably be the most difficult behavior to create.[/list]
[list][b]Army:[/b] Basically bandits and Duty combined. They create and patrol among outposts, actively hunting down bandits, Monolith, and all mutants. Like bandits, they will demand large sums of money (no objects) for passage, and become hostile on refusal or attack. Armed with some of the best weaponry in the game, unlike the bandits, who have really basic equipment.[/list]
[list][b]Ecologists:[/b] They establish checkpoints wherever they move as long as there is no hostile faction there (bandits, Monolith). In other words, they form checkpoints alongside other factions. They have their own mini-merchants which specialize in selling medical supplies, antirad and SEVA suits. Their merchants will pay less for everything other than artifacts and mutant parts, which they will buy for far higher prices than any other non-Ecologist trader. Their "soldiers" are only armed with small firearms, and have to rely on other factions to protect themselves from hostile factions and mutants.[/list]
[list][b]Monolith:[/b] Fuck shit up. Hostile to everyone and everything. If it moves, they shoot it.[/list]
What do you guys think? I think I may just begin working on this, if you guys think I should. It'd be for People Soup + DMK, though. :buddy:
I think that I'll also create that torrent when I'm back on my primary machine, in about half an hour. :buddy:
I'd think Freedom would be having less checkpoints and more patrols. They aren't based on organised strength like Duty, they are much more guerrilla. Random squads running around and either engaging any hostiles or taking note and coming back with reinforcements. Additionally high value targets such as faction leaders or an especially infamous player get much better equipped squads actively hunting them down.
[QUOTE=seano12;29026394]I'm missing all of the pribori_02_xxx files, if someone could upload them I would be much grateful. This is for people soup dmx + dmz. The files I need are located in gamedata\textures\prop\[/QUOTE]
[url]http://filesmelt.com/dl/prop.7z[/url]
That actually sounds pretty cool. You should do another version as an add-on to FreeLURK for those of us who dont have Russian Wizard computers and can't get the soup to an adequate temperature.
Hell, if I'm going to go that way, I may as well try and make it [b]completely[/b] mod-independent.
In fact, I think that may even be possible, since it is possible to append all the gamedata (non-script) files without overriding many things (just the core files; it'd require a bit of manual installation to make it run with any mod). I kinda wish the XML files would act like the .script files and simply load themselves, instead of needing to be loaded by other files.
[QUOTE=Devodiere;29026671]I'd think Freedom would be having less checkpoints and more patrols. They aren't based on organised strength like Duty, they are much more guerrilla. Random squads running around and either engaging any hostiles or taking note and coming back with reinforcements. Additionally high value targets such as faction leaders or an especially infamous player get much better equipped squads actively hunting them down.[/QUOTE]
Yeah, that makes sense, too. Maybe make Freedom make very basic outposts (mini-trader or no?) and make them walk around more.
The Viper 5 is probably my favorite weapon I've found in vanilla SoC so far, because its most common ammo is FMJ.
Here [url]http://blackbyte.org/NARODNAYA.SOLJANKA.DMX.DARIUS_1.3.2_.torrent[/url] Enjoy
Doubt its the most recent but hey its compressed into a torrent
[QUOTE=Teh Zip File;29026785][URL]http://filesmelt.com/dl/prop.7z[/URL][/QUOTE]
Thank you so much.
Now right when it's about at the part of the loading where I can ACTUALLY play the game I get this :
[quote]FATAL ERROR
[error]Expression : Ran out of memory
[error]Function : CRender::texture_load
[error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.cpp
[error]Line : 356
[error]Description : D3DXCreateTextureFromFileInMemoryEx ( HW.pDevice,S->pointer(),S->length(), D3DX_DEFAULT,D3DX_DEFAULT, IMG.MipLevels,0, IMG.Format, D3DPOOL_SYSTEMMEM, D3DX_DEFAULT, D3DX_DEFAULT, 0,&IMG,0, &T_sysmem )
[error]Arguments : c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\textures\map\map_pripyat_2.dds
[/quote]Why is this mod such a problem?
Well that got fixed with the patch, now I'm having another :
[quote]FATAL ERROR
[error]Expression : data
[error]Function : CVirtualFileReader::CVirtualFileReader
[error]File : E:\stalker\sources\trunk\xrCore\FS.cpp
[error]Line : 462
[error]Description : c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\textures\mtl\mtl_railroad_04_bump.dds
[error]Arguments : Not enough storage is available to process this command.[/quote]
[QUOTE=Gmod4ever;29026844]Yeah, that makes sense, too. Maybe make Freedom make very basic outposts (mini-trader or no?) and make them walk around more.[/QUOTE]
A few outposts but they're more just camps where they sit around for a bit. Camps not very common, they aren't on major positions and just wherever they wanted to camp and they only have a few guys in them. The only point they need to hold is their base, everything else is fluid.
[QUOTE=chutney;29026907]Here [url]http://blackbyte.org/NARODNAYA.SOLJANKA.DMX.DARIUS_1.3.2_.torrent[/url] Enjoy
Doubt its the most recent but hey its compressed into a torrent[/QUOTE]
Well, that looks like the exact version I run, at least in the fact it's People Soup + DMX + Darius (dkz?) 1.3.2. No idea if it has any of the other content, but that looks like it. Guess I don't need to make that torrent after all. :v:
[QUOTE=Devodiere;29026955]A few outposts but they're more just camps where they sit around for a bit. Camps not very common, they aren't on major positions and just wherever they wanted to camp and they only have a few guys in them. The only point they need to hold is their base, everything else is fluid.[/QUOTE]
Sounds good. I'll need to ask some of my STALKER modder buddies about how possible all of this is (such as the creating of dynamic camps), and then I'll have to create a separate STALKER install for this mod. Anyone happen to have a link to the extracted gamedata folders, without any modifications? Just to save me time? :v:
[QUOTE=seano12;29026918]
Well that got fixed with the patch, now I'm having another :
FATAL ERROR
[error]Expression : data
[error]Function : CVirtualFileReader::CVirtualFileReader
[error]File : E:\stalker\sources\trunk\xrCore\FS.cpp
[error]Line : 462
[error]Description : c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\textures\mtl\mtl_railroad_04_bu mp.dds
[error]Arguments : Not enough storage is available to process this command.[/QUOTE]
Lower your texture settings. If you still get that crash, switch to static lighting if you aren't already. You need more memory.
[QUOTE=Gmod4ever;29026844]Hell, if I'm going to go that way, I may as well try and make it [b]completely[/b] mod-independent.
In fact, I think that may even be possible, since it is possible to append all the gamedata (non-script) files without overriding many things (just the core files; it'd require a bit of manual installation to make it run with any mod). I kinda wish the XML files would act like the .script files and simply load themselves, instead of needing to be loaded by other files.
Yeah, that makes sense, too. Maybe make Freedom make very basic outposts (mini-trader or no?) and make them walk around more.[/QUOTE]
You may want to add some extra maps too. Give the factions enough space to do that, and not make everything constant fighting between them. I've noticed some parts of the Vanilla SoC PDA map that look like they where going to put a level there, but cut it.
In particular, I noticed an area to the southeast of Cordon that looked fairly large. You could give Freedom Army Warehouses and Dark Valley, and move the Bandits into that area.
Just a suggestion.
[QUOTE=Psychokitten;29027680]You may want to add some extra maps too. Give the factions enough space to do that, and not make everything constant fighting between them. I've noticed some parts of the Vanilla SoC PDA map that look like they where going to put a level there, but cut it.
In particular, I noticed an area to the southeast of Cordon that looked fairly large. You could give Freedom Army Warehouses and Dark Valley, and move the Bandits into that area.
Just a suggestion.[/QUOTE]
Though you might not be able to do this, if you can, please do. A lot of the factions are pretty cramped and really wouldn't have enough space to move around without there just be constant warfare between Military and loners AT ALL TIMES. Otherwise I see the rookie camp being completely empty for long periods of time.
Well, I can't add any physical mapspaces. I have no idea how to physically add them, nor do I know how (or would have the ability if I did) to create them myself. I could effectively create "fake" regions, which are stored simply as data, but I feel that would kinda defeat the purpose of having this dynamically changing environment if you can never see the effects of it.
[QUOTE=Gmod4ever;29028111]Well, I can't add any physical mapspaces. I have no idea how to physically add them, nor do I know how (or would have the ability if I did) to create them myself. I could effectively create "fake" regions, which are stored simply as data, but I feel that would kinda defeat the purpose of having this dynamically changing environment if you can never see the effects of it.[/QUOTE]
I think Thorny might know, he's doing a total conversion mod for CoP.
[B]I'M A IDIOT HAVING NEGATIVE PSY PROTECTION IN A BLOWOUT.
[/B]
[QUOTE=DELL;29028528]The problem I can't get out of a blowout.[/QUOTE]
Parlez vous Anglais?
Most of the extra maps in mods are from beta/alpha. IIRC you can edit them in the SDK to your desire.
[editline]6th April 2011[/editline]
NLC added a shitton of maps. To bad it was a fucking hassle to get anywhere.
Reading Sherlock Holmes while waiting for Redux to download.
Life is good. :smug:
[QUOTE=imaguy;29027366]Lower your texture settings. If you still get that crash, switch to static lighting if you aren't already. You need more memory.[/QUOTE]
Neither worked. I have 4gb memory.
The Army Warehouses is horrible in People Soup. I get 2-3 second long stutters every other second, sometimes even freezing for like 10 seconds. That made it [i]kind of hard[/i] to take on the five chimeras that spawn after you get the crazy guy's flash drive...
I think this is the only thing that's ever made me consider getting more RAM. I should order two 2 gig sticks so I can have 8 gigs. That would only cost $50...
Fuck me, I accidentally overwrote some shit for the main Stalkermods page with some stuff from my DF Legends page. It overwrote a javascript file for handling popups, the index, and worst of all, the stylesheet.
You know how long it took me to get the shit lined up with the stalker UI? :gonk:
Sorry, you need to Log In to post a reply to this thread.